Search found 410 matches
- Fri Oct 26, 2018 6:55 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 213292
Re: Friday Facts #266 - Cleanup of mechanics
Regarding Assembling Machine, I think that ingredient limit should be kept as an optional thing for mods.
- Mon Aug 27, 2018 10:26 pm
- Forum: Ideas and Suggestions
- Topic: Safe mode when factorio handle a crash
- Replies: 0
- Views: 960
Safe mode when factorio handle a crash
When factorio start and a crash occur, instead of just having the options to disable mods, we should have the possibility if possible to change settings and to disable individual mods, it could be . This would be really interesting because it would permit to change back that setting that fucked ever...
- Fri Jul 20, 2018 11:43 am
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 93
- Views: 44191
Re: Friday Facts #252 - Sound design & Map editor
For my part, I would be glad to have two functionnality about the editor :
1) being able to run the editor without pausing the game, so the player on the editor could be a sort of GameMaster.
2) Player would get notified that somebody used the editor command, so it couldn't be done unotified.
1) being able to run the editor without pausing the game, so the player on the editor could be a sort of GameMaster.
2) Player would get notified that somebody used the editor command, so it couldn't be done unotified.
- Fri Feb 16, 2018 10:10 am
- Forum: Ideas and Suggestions
- Topic: A new belt and tracking system.
- Replies: 4
- Views: 2480
Re: A new belt and tracking system.
I think the idea of covered highway belt is a good idea for many reason : Rendering is optimised since there is no more animation needed and items to render, permitting more FPS Those highway belts would forbid insertion or pickup from inserters, still loaders, splitters and side belts would still b...
- Tue Feb 13, 2018 9:41 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 217246
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Seriously .. no ... I think this is sufficient and good looking, but I think splitter don't need a redesign ...Alkumist wrote:change the look of splitters to fit the new graphics style? :D
- Sun Feb 11, 2018 3:23 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 217246
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Added an option in Compact Loaders 1.2.3 to restyle underground belts with the Deadlock Technologies aesthetic. By default, this is turned off - you have to go into Mod Settings and enable it. As a side effect, if you are using Bob's Logistics in high resolution mode, the tier 4 and 5 underneathies...
- Sat Feb 10, 2018 9:08 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 217246
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
[*]you should add some sort of grain or rust to have the kind of detail factorio have. They do have a little, but remember I only started learning Blender this week. Sorry didn't know [*]Also I think that the size of loaders should be exactly equivalent to their transport belt to ground siblings. T...
- Sat Feb 10, 2018 6:17 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 217246
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Version 1.4.0 (beltbox) & 1.2.0 (loaders) - graphics updated with original 3D models, not pixel art hacked together from bits of vanilla sprites. Comparison of the change : Screenshot_4.png Screenshot_2.png Actually your models are gorgeous, but : you should add some sort of grain or rust to ha...
- Sat Feb 10, 2018 4:01 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 538806
Re: [MOD 0.14] AAI Programmable Vehicles
On mods.factorio.com : Miners stops working if inventory is filtered and can no longer insert "rocket-part" where it could mine something it can insert in his inventory. I think you should make some function to prepare the mining, then testing if this is possible to place the ressources m...
- Thu Feb 08, 2018 5:50 pm
- Forum: Duplicates
- Topic: [0.16.22] Crash when removing splitter after modded loader
- Replies: 3
- Views: 1551
Re: [0.16.22] Crash when removing splitter after modded loader
Only post if necessary but got those crash on other directions (splitter and loader going down like on the image)Deadlock989 wrote:Great. Thanks for super-speedy response.
- Wed Feb 07, 2018 6:19 pm
- Forum: Releases
- Topic: Version 0.16.21
- Replies: 19
- Views: 15685
Re: Version 0.16.21
Mainly because some mods uses the rotate key or close window key and having mods re-registering already existing keys make it a pain, maybe having mods being able to say from prototype that they need to have an event based on registered key or to have their configuration follow standard key unless ...
- Tue Feb 06, 2018 8:31 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126240
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
For item elevator, I think that I would do two sets based on loaders, one for those going down and one for those going up. About electricity and player elevator, I think I would make top, bottom, middle with stop and middle without stop Electricity would be based on substations but with an extentio...
- Tue Feb 06, 2018 8:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.16.22] market interface is inconsistant
- Replies: 2
- Views: 2529
Re: [Oxyd] [0.16.22] market interface is inconsistant
Thanks, I added the scroll bar. 2) Market items does not get categorised which make it messy with a lot of offers, should follow order and categories like in requester chests, unless specified from a specific attribute for the market entity. I don't really understand what you mean. Requester chests...
- Mon Feb 05, 2018 7:44 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126240
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
If needed I would really like to help, it would not be fancy graphics, but at least I would try to make something that fit the game ambiance, I would simply need to know what is needed (air vents looks nice to me). I would like to mention that I don't claim the task of doing graphics, so if anybody...
- Sun Feb 04, 2018 7:38 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126240
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
the mod is not *quite* dead, although I have moved to other things since ( other game, heard about Ymir-Online ? you should go check it ! ) I still plan on updating it, the thing that makes me not do it right away it that I don't have the graphics to go with, and won't release the mod without full ...
- Sun Feb 04, 2018 6:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.16.22] market interface is inconsistant
- Replies: 2
- Views: 2529
[Oxyd] [0.16.22] market interface is inconsistant
1) Market interface does not get a scrollbar when the content goes outside the window. Screenshot_11.png 2) Market items does not get categorised which make it messy with a lot of offers, should follow order and categories like in requester chests, unless specified from a specific attribute for the ...
- Sat Feb 03, 2018 8:43 pm
- Forum: Releases
- Topic: Version 0.16.21
- Replies: 19
- Views: 15685
Re: Version 0.16.21
It would also be interesting to be able to register windows (not only that thing in the center of the screen) that is movable if needed. I'd love to just have a per-mod "center" gui hook that worked like any vanilla window. I.e. can be moved/stacked on top of other windows and relives me ...
- Fri Feb 02, 2018 5:56 pm
- Forum: Releases
- Topic: Version 0.16.21
- Replies: 19
- Views: 15685
Re: Version 0.16.21
Scripting Added CustomMinimap GUI element type. Added CustomEntityPreview GUI element type. It would be interesting to have the possibility to make graph with gui api (like production and electric network information), it could be used for storage statistics, market price evolution, combinator sign...
- Fri Sep 29, 2017 5:52 pm
- Forum: News
- Topic: Friday Facts #210 - Circuit connector module implementation
- Replies: 41
- Views: 22997
Re: Friday Facts #210 - Circuit connector module implementation
Pretty good stuff.
Why is there a 6 on the lamp ? Is it modifiable ? (would work like a lamp with a decal on top of it to indicate a value)
Why is there a 6 on the lamp ? Is it modifiable ? (would work like a lamp with a decal on top of it to indicate a value)
- Fri Sep 15, 2017 8:48 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 25742
Re: Friday Facts #208 - Tips and tricks improvement
As for now recipe categories are a good thing to think about, there is just a thing to think : what about entities that are defined by mods to be for example a chest for bots or a range expander for logistic network whereas in fact they are simply roboports, mecanicals gear, axle and gearbox where t...